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088 - Grimer

TypeAbility
(1) Poison Touch
(2) Stench
(HA) Poison Touch
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Grimer
Level 35
Muk

Stats

HP
80
ATK
80
DEF
50
SPA
40
SPD +20
70
SPE
25
BST +20
345

Wild Hold Items

  • 5%: Black Sludge

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Pound4010035Priority: 0. Inflicts regular damage.
4HardenNoneNone30Priority: 0. Raises the user's Defense by one stage.
7Mud-Slap3010020Priority: 0. Has a 100% chance to lower the target's accuracy by one stage.
10DisableNone10020Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field.
13Sludge7010015Priority: 0. Has a 30% chance to poison the target.
15Mud Bomb658510Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
17MinimizeNoneNone10Priority: 0. Raises the user's evasion by two stages.

Stomp and Steamroller have double power against Pokémon that have used this move since entering the field.
19Sludge7010015Priority: 0. Has a 30% chance to poison the target.
21Shadow Sneak4010020Priority: 1. Inflicts regular damage.
23HazeNoneNone30Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
25Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
27FlingNone10010Priority: 0. Power and type are determined by the user's held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail.

This move ignores sticky hold.

If the user is under the effect of embargo, this move will fail.
29Acid Spray4010020Priority: 0. Lowers the target's Special Defense by two stages.
32Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
35ScreechNone8540Priority: 0. Lowers the target's Defense by two stages.
38Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
42Acid ArmorNoneNone20Priority: 0. Raises the user's Defense by two stages.
46Mean LookNoneNone5Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers.
50ImprisonNoneNone10Priority: 0. Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted.
54Gunk Shot120805Priority: 0. Has a 30% chance to poison the target.
58MementoNone10010Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM9Venoshock6510015Priority: 0. If the target is poisoned, this move has double power.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM19Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM34Sludge Wave9510010Priority: 0. Has a 10% chance to poison the target.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
TM38Fire Blast110855Priority: 0. Has a 10% chance to burn the target.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM41Infestation2010020Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM59Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM60QuashNone10015Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM64Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM80Rock Slide759010Priority: 0. Has a 30% chance to make the target flinch.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
Gunk Shot120805Priority: 0. Has a 30% chance to poison the target.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Thunder Punch7510010Priority: 0. Has a 10% chance to paralyze the target.

Encounter Locations

Location   Level Spawn Percent
Castelia Sewers Fish 10-20 65.0
Castelia Sewers Fish, Rippling Water 10-23 65.0
Castelia Sewers Sewer 19-20 20.0
Castelia Sewers Surf 25-35 60.0
Route 9 Hidden Grotto ?? 1.0